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<blockquote data-quote="slobo777" data-source="post: 6012501" data-attributes="member: 6694877"><p>Yes, I can and will do these checks. I am reaching for easy tests right now, as coding up all the class features, feats and monster traits, even for first level, is going to take a while.</p><p></p><p>I think my ultimate "baseline" will look something like this:</p><p></p><p>1) Adventuring party: Fighter, Cleric, Wizard, Rogue. Not sure if I should go for 5 players, and if so what the fifth member should be?</p><p></p><p>2) Encounters: Randomly built by the computer according to the xp guidelines.</p><p></p><p>3) Personalities: "timid", "brave" and "foolhardy" as I have now, adjusted to take account of daily resources in some classes.</p><p></p><p>4) Location: A basic "Theatre of the Mind" that allows combatants to fight at range and use a little terrain/movement. This will take some planning/coding, and I'm not even started yet!</p><p></p><p>5) Levels: 1 to 5. </p><p></p><p>Once this is coded, I can run a baseline that shows what has been designed into the playtest material (deliberately or not) as the default assumption of challenge in an adventuring day. That then allows for comparison with new material or changes (e.g. what happens if you swap one of the PCs for a Warlock, or change the xp value of zombies etc). It also allows searches for outliers which don't match these assumptions (probably xp value of zombies as a start).</p><p></p><p>Separately to the measured baseline, there are going to be opinions of what the baseline should be, and whether classes are balanced across the three pillars of play or within each of them separately. Obviously combat stats like these take a very different role depending on which is the aim.</p><p></p><p>There's still a long way to go. There are a lot of variables, and a lot of features which will be a challenge to write code for.</p><p></p><p>My next steps are probably to extend support to more first-level melee fighter builds, as this is still the simplest class to work with.</p></blockquote><p></p>
[QUOTE="slobo777, post: 6012501, member: 6694877"] Yes, I can and will do these checks. I am reaching for easy tests right now, as coding up all the class features, feats and monster traits, even for first level, is going to take a while. I think my ultimate "baseline" will look something like this: 1) Adventuring party: Fighter, Cleric, Wizard, Rogue. Not sure if I should go for 5 players, and if so what the fifth member should be? 2) Encounters: Randomly built by the computer according to the xp guidelines. 3) Personalities: "timid", "brave" and "foolhardy" as I have now, adjusted to take account of daily resources in some classes. 4) Location: A basic "Theatre of the Mind" that allows combatants to fight at range and use a little terrain/movement. This will take some planning/coding, and I'm not even started yet! 5) Levels: 1 to 5. Once this is coded, I can run a baseline that shows what has been designed into the playtest material (deliberately or not) as the default assumption of challenge in an adventuring day. That then allows for comparison with new material or changes (e.g. what happens if you swap one of the PCs for a Warlock, or change the xp value of zombies etc). It also allows searches for outliers which don't match these assumptions (probably xp value of zombies as a start). Separately to the measured baseline, there are going to be opinions of what the baseline should be, and whether classes are balanced across the three pillars of play or within each of them separately. Obviously combat stats like these take a very different role depending on which is the aim. There's still a long way to go. There are a lot of variables, and a lot of features which will be a challenge to write code for. My next steps are probably to extend support to more first-level melee fighter builds, as this is still the simplest class to work with. [/QUOTE]
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